What about FIREFIGHT, where you can not move units normaly, can you play ' infiltrators ', ' frozen ground ' together with it ?

In my humble oppinion, when you play a command card where your troops are 'initialy not moving', you shouldnt be able to move even when combined with a combat card. (Maybe except for the infiltrators, but then only part 2 off the card, regarding the retreating move off 3 hex.

Another question arises, when you combine ' Close assault ' and 'infiltrators', do the extra dice ad up or not ?

I see what you mean about being unsure how these interact with each other. To answer your question about if "Frozen Ground" can be played with it, the answer would be yes if you can indeed move. Combat Cards can be played in any combination and as many as you have.

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What about FIREFIGHT, where you can not move units normaly, can you play ' infiltrators ', ' frozen ground ' together with it ?

That's unclear to me and looks like it will require some clarification.

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In my humble oppinion, when you play a command card where your troops are 'initialy not moving', you shouldnt be able to move even when combined with a combat card. (Maybe except for the infiltrators, but then only part 2 off the card, regarding the retreating move off 3 hex.

Another question arises, when you combine ' Close assault ' and 'infiltrators', do the extra dice ad up or not ?

Dice do stack, but in this case they would not stack because your unit would first do a Close Assault, then move and attack but after the initial attack your unit doesn't get the Close Assault bonus.

But if you did play cards where the benefit gave you +1 for dice for each (Their Finest Hour combined with Infiltrators), you would get +2 for your attack.

I agree with everyone on this that addition movement would be legal and should have been allowed.

I do have one question: Once the Heat of Battle card is played for the second attack would the unit still get the +1 dice modifier for this attack since the unit already used the modifier on the original BEL attack?

I see what you mean about being unsure how these interact with each other. To answer your question about if "Frozen Ground" can be played with it, the answer would be yes if you can indeed move. Combat Cards can be played in any combination and as many as you have.

I disagee about what Mr. Rasmussen81 states here and the reason why is the original cards state you can not move for the units to be able to conduct a round of combat. Therefore the CLOSE ASSAULT and FIREFIGHT as stated would mean that if you moved with the use of a combat card, then you would not be able to conduct combat with those units because you have gone against what is stated on the orginal card, which is the card that allows you to attack. I do think if you use the Infiltrators card you would not be able to move the first 3 hexes, that is if you wish to attack with this unit, but you would get the +1 dice advantage and would then be able to move 3 hexes after combat.

I see what you mean about being unsure how these interact with each other. To answer your question about if "Frozen Ground" can be played with it, the answer would be yes if you can indeed move. Combat Cards can be played in any combination and as many as you have.

I disagee about what Mr. Rasmussen81 states here and the reason why is the original cards state you can not move for the units to be able to conduct a round of combat. Therefore the CLOSE ASSAULT and FIREFIGHT as stated would mean that if you moved with the use of a combat card, then you would not be able to conduct combat with those units because you have gone against what is stated on the orginal card, which is the card that allows you to attack. I do think if you use the Infiltrators card you would not be able to move the first 3 hexes, that is if you wish to attack with this unit, but you would get the +1 dice advantage and would then be able to move 3 hexes after combat.

Then again this is my humble opinion on this matter.

Actually, I was saying that if we figure out you can combine the effect of Close Assault and Infiltrators, you would then also be able to add in the effect of Frozen Ground. My point was that Combat Cards can be stacked.

At this point I don't know what the rule is for combining those cards.

Close assault and Firefight has no movement phase before combat, so my opinion is that you can't play a combat card that modifies movement, (frozen ground), but you can play combat card that modifies the combat phase or puts in an additional movement phase after the combat phase. (Reposition)

I would say that the clarification would be in the wording of the combat cards. You said, "modifies movement", but if there is no movement available, you cannot modify it! I think command cards set the primary ruling. If you cannot move, you cannot move, period!

I would say that the clarification would be in the wording of the combat cards. You said, "modifies movement", but if there is no movement available, you cannot modify it! I think command cards set the primary ruling. If you cannot move, you cannot move, period!

I would say that the clarification would be in the wording of the combat cards. You said, "modifies movement", but if there is no movement available, you cannot modify it! I think command cards set the primary ruling. If you cannot move, you cannot move, period!

I agree. Movement before Firefight and Close Assault battle phase makes little sense, since these cards prohibit it (at least until someone from DOW says otherwise). You could play the Combat card, but wouldn't be able to use its movement effects.

Nor do I think you could use the Firefight or Close Assault to "order" units and then move some of the "ordered" units using Combat cards and have the others (that didn't move) perform combat. That would not be in keeping with the spirit of the Command card rules.